Co-authored-by: Louvenarde <louve@louve.systems> Co-authored-by: Roxanne <roxanne@thegamebakers.com> Co-authored-by: FutureRave <edoardo.sanguineti222@gmail.com>
42 lines
1.1 KiB
C++
42 lines
1.1 KiB
C++
#include <STDInclude.hpp>
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#include "IPhysPreset.hpp"
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namespace Assets
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{
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void IPhysPreset::save(Game::XAssetHeader header, Components::ZoneBuilder::Zone* builder)
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{
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AssertSize(Game::PhysPreset, 44);
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auto* buffer = builder->getBuffer();
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auto* asset = header.physPreset;
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auto* dest = buffer->dest<Game::PhysPreset>();
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buffer->save(asset);
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buffer->pushBlock(Game::XFILE_BLOCK_VIRTUAL);
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if (asset->name)
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{
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buffer->saveString(builder->getAssetName(this->getType(), asset->name));
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Utils::Stream::ClearPointer(&dest->name);
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}
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if (asset->sndAliasPrefix)
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{
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buffer->saveString(asset->sndAliasPrefix);
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Utils::Stream::ClearPointer(&dest->sndAliasPrefix);
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}
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buffer->popBlock();
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}
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void IPhysPreset::load(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder)
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{
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loadFromDisk(header, name, builder);
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}
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void IPhysPreset::loadFromDisk(Game::XAssetHeader* header, const std::string& name, Components::ZoneBuilder::Zone* builder)
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{
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header->physPreset = builder->getIW4OfApi()->read<Game::PhysPreset>(Game::XAssetType::ASSET_TYPE_PHYSPRESET, name);
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}
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}
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